Buffs for everyone! :D
#You get a buff!
| And you get a buff! |
|---|
| #Everybody's getting a buff! |
(words meant figuratively)(hype hype :D)
#Hey Boards
Jack here with a bunch of small 'buffs' for champions, which I'd like to see pretty please with a cherry on top, and it rhymed (somewhat) so you have to agree.
They're really just small changes here and there to help improve the alls and everythings.
So here we go (Champion->Buff->Reason; repeat):
#
Amumu
-
General
-
Mana: ~~ 220 (+40)~~ --> 226 (+43) Mana
-
Q - Bandage Toss
- Cost:
80/90/100/110/120 Mana--> 90 mana at all ranks
- Cost:
-
R - Curse of the Sad Mummy
- Cost:
100/150/200 Mana--> 100/125/150 Mana
- Cost:
(I wrote an explanation, but when I made it italic it disappeared and was replaced by an 'and' and was un-crtl-+-z-able. Don't wanna write it again -_-)
#
Annie
- E - Molten Shield
- Cooldown:
10 seconds--> 12 seconds - Duration:
5 seconds--> 4 seconds - (NEW) While active, upon being hit by a champion's basic attack, reduces the cooldown of Molten Shield by 1 second.
This makes stacking your passive with Molten Shield out of combat less efficient, but in combat (or lane) more efficient, promoting aggressive play and making her a counter of sorts against certain mid laners (like Yasuo) and making her a better Support.
#
Ashe
- Passive - Focus
- (NEW) Passive - At level 7: Maximum Focus increases to 200.
- (NEW) Passive - At level 13: Focus no longer procs on minions (damage).
(Crits consume 100 stacks of Focus) This grants her 2 ensured critical strikes at the beginning of the fight instead of one, increasing her late game relevancy. Additionally, she can farm without procing her passive, making it more reliable. (Though the 3 second cooldown still does activate)
#
Blitzcrank
- Passive - Mana Barrier
- (NEW) Passive: Blitzcrank gains 10/20/30/40/50 bonus Armor and Magic Resistance while the shield lasts (1/5/9/13/17).
It's just ... well ... Blitzcrank's a Tank ... right?
#
Brand
-
E - Conflagration
- General: No more cast animation / can be casted while walking.
- Cooldown:
12/11/10/9/8 seconds--> 10 seconds - Ablaze:
Spreads to other enemies nearby--> Removes slows on Brand and heals him for 12/17/22/27/32 (+7% AP) health (150% against champions).
-
R - Pyroclasm:
-
(NEW) Passive: Naturally prioritizes champions once after it starts bouncing (meaning it can prioritize the target again after bouncing once).
-
Ablaze:
Prioritizes champions--> If the target he hit was ablaze, deals 30% of its damage to other enemies in a 175 units splash radius around the target (every additional target has to be ablaze, too) and sets enemies hit ablaze.
#
Cho' Gath
- Q - Rupture
- Radius:
175--> 200
- Radius:
Because why not :D :D :D
No seriously, I always miss this thing by like 1 mm.
#
Darius
- R - Decimate
- (NEW) Damage: Now scales with an additional 20/30% Ability Power (30% on blade, 20 on shaft).
For the Trinities and Iceborn Gauntlets!
Other champions get this as well >_< so Darius should get it, too.
#
Dr. Mundo
- Q - Infected Cleaver:
- Refund: If Mundo hits an enemy he is healed for ...half the Health cost--> 20/25/30/35/40 (+10% AP) Health
For the Spirit Visages and Second Winds, for the Liandries' and Trinities, and for the Abyssal Scepters and Hextech Gunblades!
#For those!
We apply AP-scaling :d
#
Hecarim
- E - Devastating Charge:
- (NEW) Splash damage: Enemies in a 200 units range around the target take 70% damage and are slowed by 20% for 1 second.
More utility = less item dependency
More AoE damage = faster clear
:D
#
Nocturne
-
E - Unspeakable Horror:
- Fear length:
1/1.25/1.5/1.75/2seconds --> 1.25/1.5/1.75/2/2.25 seconds
- Fear length:
-
R - Paranoia:
- (NEW) Reset: After hitting an enemy champion the cooldown of 'Unspeakable Horror' is reduced by 70% of its current value.
This gives Nocturne a certain amount of Utility as well, and differentiates him from other basic Bruisers.
Now, he's something like a melee Fiddlesticks.
#
Nunu
- R - Absolute Zero:
- (NEW) Resistances: During the channel Nunu gains 5 + (20% bonus Armor and Magic Resistance respectively) bonus Armor and Magic Resistance.
Later in the game Nunu's ult becomes somewhat redundant. Its damage falls off greatly and while it does offer a lot of utility, Nunu can't do anything while channeling, crippling him somewhat. All in all it just seems like his ult is a small hindrance to enemies, one which will cost them their flash at most.
This change should make forcing their flash out easier, since they will have a harder time killing the still target Nunu becomes.
#
Singed
- E - Fling: Now is a targeted attack modifier similar to Gangplank's Q.
- Cost:100/110/120/130/140 Mana--> 120 Mana
- Cooldown:10 seconds--> 13/12/11/10/9 seconds
- Damage:80/125/170/215/260 (+75% AP) magic damage--> 120% Attack Damage as physical damage + 60/70/80/90/100% Ability Power as magic damage.
More of a psychological change.
People usually don't think of damage when they see Singed's Fling, they think of the ... well the Fling itself and up it last, only using it as annoyance for the enemies.
If people see it procs Sheen it might change the playstyle of newer Singed players to be more of a Fighter than a baiter and circle-runner.
That's all of the buffs for now :D
You don't have to agree with all of them, not even with any of them.
I just felt like making this ^^
Thanks for reading,
Jack.